Stupid question, but have you downloaded the multimedia pack?
Peace Phoenix
I'm with Cari here. However, an ability to set an option to do this if there are unmoved ships remaining might be of use. Isn't already this kind of option, about ship movement left?
Is there a way to control population growth? The only real way to limit population is not feeding them
13) Third trade window idea, this is the hard one: How about being able to specify durations on more stuff. Say for trade goods, peace treaties, declarations of war, etc. Well, I should be pretty stupid but I haven't seen how I am able in GCII to ask BC over x month in an exchange
And don't forget that any colony cost at least 25 BC in maintenance. So 1-3 planets are pretty useless if you aren't at 100% spending rate.
It says something like "if a planet is not engaged in military or social production, the spending figure should be zero." Yes, I have posted a theread about social production and militaryr production not working the same way.
- when building nothing (nothing in starport and nothing in the queue), no money is spend on military but money is still spend on social. I have checked the user manual draft 2 page 29 and it is definitely a bug.
From the user manual (draft 2): Military Production, represented by shields, will be spent constructing ships if the planet has a Star Port. If the planet has 29 no Star Port, or if the Star Port doesn’t have a ship queued for construction, the number above the shields will be in parenthesis. In this case, the shields are not drawing bc from your treas
2) The fact that the sizemod increase is now based on effective hull size instead of the base hull size is eating about half of the miniaturization bonus. I guess the problem was already in beta 4C since I remember wondering myselft why the life support modules have increased their size (from 5 to 6) on a cargo hull. Now I know, it is when I have got
what's the point of having different races? Well, for the AI, it allows to have different behaviors. And if races are balanced, it doesn't mean that the strategy to use is the same. It is a bit different to start with ion drive or without it, or to start with some miniaturization level than without it.
However, the next debris field gave me the same bonus, but it was not listed in the racial bonus screen. Perhaps this bonus in not meant to be cumulative? Have you waited one turn to pass to see if it is still missing?
Well, when you speak about bugs, I suppose you are refering to Thalan who start with lots of tech.
- Does a planet always spend money? Yes. You have maintenance for your improvements. And each colony you have founded has at least 25Bc in maintenance
Ok, I will try to be complete. I am playing Thalan (some bonus for military production and social production, I think it is 20%) without modifying anything, and on the first turn of the game (no starbase and no space militarization tech for Thalan). I have bought a factory on a square with a lightning (200% bonus to manufacturing), set 100% spending split 50/50 between military and social. And I don't understand why the production is different between military and social. The home plan
bug or feature? A colony ship with a range of 0.9 and a speed of 3 is able to go one square further than a colony ship with a range of 0.9 and a speed of 2.
Bug: I get the anomaly that should have given me a bonus of 5 in spying. But no spying ability is listed in the civilization manager. But in the following turn, I get a tech that have given me a diplomacy bonus, and the civilization manager did show me the spying bonus.
Bug: I get the anomaly event that should give +1 to soldier. But the abilities in the civilization manager didn't list a soldering bonus. After getting the same thing for diplamcy (research xeno communications and seeing nothing), I manage to have the bonus appearing: In the stats and graph tab, I need to clink on somethong other than abilities and then on abilities. It seems that a refresh is missinh when displaying the tab for the first time. And I have managed to re
bug or feature? Military and social production doesn't work the same way (repost from https://www.galciv2.com/Forums.aspx?ForumID=274&AID=94769) : - when building factory on lighthing bonus, only the military production get the benefit. I have bought a factory on a such title, set 100% spending, split 50/50 between military and social, and put something to build. I got: 22 for military production and 15 social production - when building nothing (nothing in starport and nothing in the
Well, you need stardock Central. So you should burn on the CD the archive and the extractable version of SDC.
Any info if it is a bug or a feature?
I found that bug in beta 4c , and it still here in beta 4d: - when building factory on lighthing bonus, only the militray production get the benefit. I have bought a factory on a such title, set 100% spending, split 50/50 between military and social, and put something to build. I got: 22 for military production and 15 social production - when building nothing (nothing in starport and nothing in the queue), no money is spend on military but money is still spend on social.
Suppose we need a copy design button now to do this without losing the orignal. YES!!!! It is definetely missing.
Well, don't forget that cargo hull have only 1 Hp. If you don't plan to receive fire, they are better than large hull for attacking. But it is a big IF.
And don't forget, that even if you have all required techs, you may not able to "build" the targeted ship if you are missing some miniaturization level
I was playing with the domestic policy panel (hot key 4), when I found the following: - in the stats page, not all your abilities are listed. For example - in the stats page, when I clicked abilities/economy/Military/misc or society, some violet lines (I am playing Thalan) are become balck and can't b de distinguished from the rest of the panel. Very annoying to cycle through the various abilities.